yes, by using the bootleger or wee booties there's a slight potential to trimp on a good condition ramp. though it's not as effective as tide turner itself
I’m one of the only people to actually blindly charge in to enemies, it’s about surprise before strategy. Making an escape is easier than people make it out to be. For me I play a really ballsy Demoknight by playing around the frontlines
You forgot to mention how the charge work, how longer you charge, the more damage you do. Use as much as your charge as possible for that juicy crits instead of a mini crit or just normal damage
Except for the tide turner, it only does mini crits. I thought it did crits like the others, and I was like: WHY NO CHARGE CRIT?!? WTF WTF oh... (reads stat)
Here are some strategies that I use in-game: - Use Wee Booties, Splendid Screen, and Eyelander - Pick on weaker classes when under 5 heads - Flank when under 5 heads - When getting five heads, you'll be as fast (or faster) than the scout. Will also start to appear in the front lines more often
So are you saying when a demoknight is in the Frontline with the splendid screen and the eyelander and you see his always flank he probably have 5 heads
5 heads? you are under a misconception lad, the 5th head will only increase your shield bash damage, 4 heads will be enough to suffice as you get maximum speed and health. Not to mention, you DON'T want to kill enemies with your shield bash. You won't get an eyelander head, the tide turner recharge, the half zatoichi health bonus and the persian persuader's recharge bonus. Therefore every head after 4 heads will usually be redundant or a detriment
Well, after 300 hours on Demoman I've found four hybrid- and pure Demoknight loadouts that felt like they were the most effective: *1)The Bootlegger/Booties + The Splendid Screen + The Eyelander.* The Splendid Screen has the fastest passive charge refill rate - 8 seconds compared to 12 on the rest. It becomes 6 if you get a kill and these few extra seconds can save you from dying if you're being chased by enemies, retreating is your only option here because you don't have a grenade launcher to fight back so getting charge back ASAP even if you fail to kill someone is the key. Eyelander synergizes perfectly with the Booties and the S. Screen because gained heads increase your shield bash damage (+20%, caps at 4 heads) and since the S. Screen already has increased shield bash damage (85 at max on 0 heads, compared to 50 on the rest), it scales up to some terrifying benchmarks: you can instant kill a Heavy after a long charge shield bash and a melee swing. Because gained heads increase your passive movement speed it also compounds your odds of getting away alive and decreasing the need in charging any further. The Splendid Screen can be replaced with the Chargin' Targe if Pyros and Soldiers are everywhere. *2)The Bootlegger/Booties + The Tide Turner + The Half-Zatoichi.* The high-risk, high-reward loadout. The whole idea of it is compounding on the on-kill bonuses: should you succeed, you get a lot of health AND charge back. From there, you can immediately rush at the next victim or get away if odds aren't looking good for you. If you have overheal and a charge ready you can even wipe out an entire push squad as long as they are distracted by your teammates. Don't worry, they don't usually notice you until you show them the head of their dear Medic cut off. *3)The grenade launcher of your choice (I personally prefer the Iron Bomber) + The Tide Turner + The Claidheamh Mor.* These shield and sword are made for each other! Extended charges are usually only good when you have the full control over them to navigate through corridors and literally run circles around your enemies while all your charge is restored on kill. This loadout almost outclasses Scouts on CTF because you can bust sentries on your own while zooming through enemies quickly to get that intelligence away or at least where it's easier to pick up for your teammates. Outside of CTF it works in offense-oriented gamemodes (provided you're confident enough on your grenade launcher skills) where you have to be quick and aggressive without having to spend time on deploying your Sticky Jumper and stickies themselves (not to mention you won't have much success with the Sticky Jumper in some claustrophobic maps such as Junction). *4)The grenade launcher of your choice + The Splendid Screen/The Chargin' Targe + The Eyelander.* The less sentry-prone version of the first loadout. I'm not a big fan of the Scotsman's Skullcutter on Demoknight (if you use it in Medieval you are cancer, no offense) because it slows down your charges as well, and the Persian Persuader is straight inferior to the second loadout option unless you don't like taking risks and you don't feel like you're going to survive for long anyway. Thanks for reading!
#3 is my personal favourite, but l've been meaning to switch it out for 4 a lot of the time. l prefer the Iron Bomber, since you can pipe jump with it and, with the tide turner and a generous skybox, you can blast jump into trimp without needing to know shit about the map.
If you want fun over usefulness go with loose cannon, tide turner, and eyelander. If you boop a light class a couple times you can easily finish them with the sword, or on tankier classes a ddonk can lower them to finish. Pyro's have a hard time reflecting cannons due to the fuse. I prefer running sticky jumper and stock melee if I don't want to demoknight though
+papasmerf2 that's what I'm thinking too, though I forgot to mention that in the comment. It's pretty common for me to kill anyone in just 2 hits with the stock melee reskin when I'm fooling around in unserious maps such as 2Fort, Hightower or Banana Bay. It's usually the second swing that becomes critical after landing the first after-bash swing.
While this might not be the best strategy but using the Ullapool Caber as a Demoknight can be fun as you can insta kill most of the classes in one shot with the crit explosion that can also kill players in a radius. The best way you can do this is defending the final point like on the final point of DeGroot Keep where everyone is cramped in a small area which is perfect for get that Crit Ullapool Caber swing.
I personally play with the loadout: iron bomber/charge n' targe/ caber for getting a crit caber can seriously save your ass it triples the regular melee damage to 165 and the explosion damage to 225 more than enough to kill a heavy.
Tbh that's the point of the caber knight, you are a kamikaze. The best strategy i use with it is charging at crowds of enemies, specifically at their heavy so that i kill every light class and medic around them. It's also really good against spawncamping enemies, as you can one shot them, run back to spawn to recharge your caber and charge. Then rinse and repeat until they are cleared out
I wish demoknight had a weapon with crits on kill, like in mvm. That would make him somewhat better against crowds. Maybe with a 20% damage penalty to balance it out Although that would outclass the killing gloves of boxing, so maybe it's not such a great idea
Most of the time when I demoknight, I see pyros fighting me, and they’re easy to kill but if they know how to airblast, you’re dead. This is why whenever I see pyros who airblast me I just instinctively escape charge
Pro tip:if a pyro (that have a flamethrower that can airblast) that owning your team and you are a demoknight. always charge him when he is distracted (like airblasting a a rocket,etc) that way the pyro doesn't have time to react to your charge
The Shin Shredders cosmetic totally covers the Bootlegger primary. They can't tell if you have nades or not. Love iron bomber, targe and either the skullcutter or Eyelander. Primary there kinda bridges the gap between pills and stickies.
10:34 In that situation, your best bet is probably to finish off the engine, then jump on top of the sentry and spin around it, while hitting it. But it's pretty rare to just find a sentry mid-construction ;)
Demoknight is a great "catch and release" play style, you'll learn that it end the end it all amounts up to "should I do this?" Can I hit this group? Is the Medic open? Can I bait this pyro pull out their secondary? It is something you grow into understanding. Also trimping changes the gameset for a Knight. Now positioning is drastically more open on the basis of looking around and seeing a slope. Now You can be anywhere in this fight and it;s just a matter of "should I enter in from here". Demoknight is a very mindgamey playstyle when you have the nuances down. It's the greatest feeling to flank a heavy not prepared for you, to bait a pyro into their seconary, to catch a team not protecting their medic. You cover the job of a scout and a spy pretty well and if the team ain't ready for you, you roll them all hard.
6:41 Yes, and I'm sure the fact your charge was on cooldown had absolutely nothing to do with it. But seriously, this video was useful! Demo's my Defense main, and Demoknight takes up a large part of my time as him too, so this was quite handy!
I remember watching this way back when I was playing a lot of demoknight. And now I find myself coming back. Back then I thought, "this doesn't apply to me. I could never do that. This is far too in-depth for me to keep in mind" But looking back, I have actually implemented most of these tips when I play demoknight. It's funny how you can look back and realize that you learned something, and where you learned it.
Here is the tips for sheild Chargin Targe: You should use this shield if you wanna go hybridknight. It means that you have a sword with it, but you primarily use your gernade launcher, the Targe has the strongest resistances out of the 3, The Half Zaroichi goes well with it 2 with hybridknight cuz if your running low you can get 50 extra HP that can overheal and charge to make it easier to get the kill. Splendid Screen: If your a pure Demoknight with the Booties on and a sword, This is the shield for you. It still has a significant amount of resistance attached to it, But it does way more dmg when charging at Someone and recharges faster then the charge does. Tide Turner: If your crazy with Grenade Launcher, and cabers and Eyelanders and use them In unbealivible ways, use this shield, The control you get while charging makes this shield perfect for doing this, And if you get a charge kill you get almost all your charge meter back. This shield is a strong choice despite having the weakest resistances out of the 3.
Demoknight melee weapons for different situations: Bottle (Reskins: Scottish Handshake, Frying Pan, Conscientious Objector, Freedom Staff, Bat Outta Hell, Memory Maker, Ham Shank, Necro Smasher, Crossing Guard, Prinny Machete, Saxxy, and Golden Frying Pan) and Skullcutter =To deal random crits Eyelander (Reskins: The Headtaker, Nessies Nine Iron) = Level up to MAXIMUM POWERMODE Reset melee weapons: Half-Zatoichi (refill health to 100 hp after kill), Persian Pursuader, and Claidheamh Mòr (both refill charge metre) Caber = Taking out groups of enemies Pain Train: Use in CP and Payload maps
Actually don't sleep on stock melee its my personal melee of choice even with crits disabled because charging, firing a pill, then switching and getting a crit swing is suprisingly easy with practice. In my opinion it is an amazing hybrid knight weapon thanks solely to the combo potential the switch speed allows.
10:37 Okay this is a risky situation, BUT, you could have gotten out of it pretty well if you had learned a really useful skill : sentry dancing. Here goes : when you come face to face with a sentry that is either A) turned away from you B) being upgraded C) being deployed If you are close enough (able to get to the sentry before it starts shooting your ass), you can crouch jump on top of it and start to "dance" on it, basically making circles on top of it, forcing it to track you while you wack it nervously.
My personal favorite loadout is the bootlegger, tide turner, and eye lander. There's nothing I love more than slowly building up to becoming the godly force that is a demo knight with full heads. You just have to watch out for sentries.
Demoknight may not be "competitively viable" but he is HELLA FUN TO PLAY! :D This vid is great! There are some really good advice here, and it helped me a lot with some of the mistakes I made :) Trimp for the Win!
As hibrid knight I like picking the persian persuator and the loch-n-load, it makes possible to still be destructive as a normal demoman thanks to the faster pipes (plus more dmg to constructions) and I always keep my charge meter full after swings and kills (Being able to do extend-charge after killing enemies or constructions at medium disances).
really late on this, but id say a medic is hard af to kill with a pocket, especially heavies that can basically make food out of you especially with overheal unless the meds either alone or just doesnt check behind when youre flanking them
What i tend to do when using the tide turner is start a charge while facing away from the enemy to make it look like i'm running away, but then do a quick 180 and slam a pill in their face since they'll be moving in a straight and predictable line when chasing me since it's the most direct route.
This also works as a tutorial for bullies, pick on loners, outnumber people, use your charge to escape or attack, and attack from behind away from others.
10:37 I don’t know if it would have worked, but when I saw the sentry was a level 3, I would have jumped on top of it and tried to kill it while staying out of its attack
Here's a Quick Tip for players practicing demoknight!, you could either play practice or medieval mode, medieval mode is for demoknights who dont want to be interuptted with guns, etc, and for practice mode is a real deal.
i love using the eyelander, so what is do is sneak and crit (splendid screen weak enemies for early heads, and then i ambush bigger groups once I have at least 4 of them.
Here's tip: learn on which pyros you can go against, some pyros just w+m1 and don't care you're hitting them. Some more advanced pyros unlocked ability to press m2 so you either have to be very careful around them or not engage them at all. ~Experienced pyro who killed so many cocky demoknights
12:00 best when you know you are dead and theres no way you can survive : especially with frying pan (i remember i killed a cocky pyro with random crit and emoted as i died from after burn )
I use the tide turner cuz of trimping like RLY CAN U FLY ACROSS THE MAP WITH THE SPLENDID SCREEN? NO! Sure you do less damage but can’t you just kill them normally with your melee? I mean u have a rly long melee range already... Edit: You can technically trimp w/ the other shields but it’s more effective and easier w/ tide turner.
If you use the Eyelander, The Tide Turner, and the iron bomber (or any grenade launcher that you like) You can play demoman normally And tale advantage of your melee kills Like a medic with the uber saw This can make you an HORRIBLE powerful Hybrid knight since the tide turner gives you really good mobility And if you take advantage and quit the lower health by just gettin a head Not good at every situation, but its hell of fun
I main tide turner and zato. I want to say this about the limitations bit. Heavies can be taken out by a zato. Get the sneak on them and hit, bash, hit, and theyll be dead in the next 2 hits. With their gun revved up, unless brass beast, They cant turn as fast as you can strafe them for those last two hits. A level 3 sentry also cannot turn as fast as you can strafe. If you turn a corner and hear a sentry targeting you, get to safety, and wait one second for the sentry to go back to its idle animation. If you dash to the sentry and are quick enough, you can sword it to death and strafe it with barely getting touched. Pyros are OP but their players are predictable. They take 3 zato hits I find unless healed.
Fyi, if you have the chargin targe, then the pyro becomes a very delicious target, thanks to the shields resistance to fire. The pyro's only hope of survival is to airblast you away and hope for teammate to help him, or if he just so happens to have the stock shotgun out. Today, I got a 21 kill streak with bootlegger, chargin targe and the eyelander on a CTF match for Turbine.
You can trimp with any shield if you do it right
green of tree black of blue with turning scripts
yes, by using the bootleger or wee booties there's a slight potential to trimp on a good condition ramp. though it's not as effective as tide turner itself
Although it's much easier with the Tide Turner
Any drink can be poison if you drink enough
Not all the trimp spots, there are tons of spots where you have to turn on a dime which you can only do with the tide turner
i'm more the kind of "is it in your range, it's killable"
So sniper gives you erections?
Heavy team fortress 2
That's how you play Pryo.
Yes.
@@helensuarez4514 Lol wut
7:50 also a great tip people used on me in high school
this should have way more likes
This reply above me is correct.
The reply above me has a roblox pfp
@@squarehead6452 I'm late
@@arandomsquidward7761 reply above me is late
but im even more late
I’m one of the only people to actually blindly charge in to enemies, it’s about surprise before strategy. Making an escape is easier than people make it out to be.
For me I play a really ballsy Demoknight by playing around the frontlines
iLander oooh look ilander
Hello triiiiiinkets man.lol
Don't worry ILander. I still prefer your playstyle instead of the more passive, toofty playstyles.
Gusb22 The Chad ILander VS The Smart Toofty Man
6 inch's DEEP is only way 2 play.
You forgot to mention how the charge work, how longer you charge, the more damage you do. Use as much as your charge as possible for that juicy crits instead of a mini crit or just normal damage
Except for the tide turner, it only does mini crits. I thought it did crits like the others, and I was like: WHY NO CHARGE CRIT?!? WTF WTF oh... (reads stat)
When you charge look at your Charge Meter if its Green its base damage if its Yellow Mini-Crit if Red Full Crit
@@carteriffic1681 it did at one point, was busted as hell
@@khmasterva6919solar light went into detail on how thats wrong
props to the bravery of that engi at 2:30 for descending from the heavens in the name of his children
“Your comp match is ready”
This is so beautiful
YES the demoman can trickstab 12:04
Here are some strategies that I use in-game:
- Use Wee Booties, Splendid Screen, and Eyelander
- Pick on weaker classes when under 5 heads
- Flank when under 5 heads
- When getting five heads, you'll be as fast (or faster) than the scout. Will also start to appear in the front lines more often
The fuck is a strategy, I go in for that lone spy and scout to get 2 heads, kill 2 snipers, and then go sushi chef on the enemy team
So are you saying when a demoknight is in the Frontline with the splendid screen and the eyelander and you see his always flank he probably have 5 heads
JoJo
ullapool caber
5 heads? you are under a misconception lad, the 5th head will only increase your shield bash damage, 4 heads will be enough to suffice as you get maximum speed and health.
Not to mention, you DON'T want to kill enemies with your shield bash. You won't get an eyelander head, the tide turner recharge, the half zatoichi health bonus and the persian persuader's recharge bonus.
Therefore every head after 4 heads will usually be redundant or a detriment
“Don’t jump in to the enemy team”
Me with 14 heads: *laughs maniacally*
Heavy and airblaster: *Trollge*
In the game he holds the katana with two hands, but on the veiwmodel in the corner he holds it with one
2 + 1 = 3
Tf3 confirmed
OH YEA ITS BIG BRAIN TIME
Zebra yes yes yes VALVE GET ON IT please
Ninja Valleyof ninjas
We don’t really need tf3
All we really need right now is the h e a v y u p d a t e
@@MfwPrivate you cant just shot a hole in to the surface of mars
@@BenDover-zp7bu Haha BFG go peeeeeeeeew
Well, after 300 hours on Demoman I've found four hybrid- and pure Demoknight loadouts that felt like they were the most effective:
*1)The Bootlegger/Booties + The Splendid Screen + The Eyelander.*
The Splendid Screen has the fastest passive charge refill rate - 8 seconds compared to 12 on the rest. It becomes 6 if you get a kill and these few extra seconds can save you from dying if you're being chased by enemies, retreating is your only option here because you don't have a grenade launcher to fight back so getting charge back ASAP even if you fail to kill someone is the key. Eyelander synergizes perfectly with the Booties and the S. Screen because gained heads increase your shield bash damage (+20%, caps at 4 heads) and since the S. Screen already has increased shield bash damage (85 at max on 0 heads, compared to 50 on the rest), it scales up to some terrifying benchmarks: you can instant kill a Heavy after a long charge shield bash and a melee swing. Because gained heads increase your passive movement speed it also compounds your odds of getting away alive and decreasing the need in charging any further.
The Splendid Screen can be replaced with the Chargin' Targe if Pyros and Soldiers are everywhere.
*2)The Bootlegger/Booties + The Tide Turner + The Half-Zatoichi.*
The high-risk, high-reward loadout. The whole idea of it is compounding on the on-kill bonuses: should you succeed, you get a lot of health AND charge back. From there, you can immediately rush at the next victim or get away if odds aren't looking good for you. If you have overheal and a charge ready you can even wipe out an entire push squad as long as they are distracted by your teammates. Don't worry, they don't usually notice you until you show them the head of their dear Medic cut off.
*3)The grenade launcher of your choice (I personally prefer the Iron Bomber) + The Tide Turner + The Claidheamh Mor.*
These shield and sword are made for each other! Extended charges are usually only good when you have the full control over them to navigate through corridors and literally run circles around your enemies while all your charge is restored on kill. This loadout almost outclasses Scouts on CTF because you can bust sentries on your own while zooming through enemies quickly to get that intelligence away or at least where it's easier to pick up for your teammates. Outside of CTF it works in offense-oriented gamemodes (provided you're confident enough on your grenade launcher skills) where you have to be quick and aggressive without having to spend time on deploying your Sticky Jumper and stickies themselves (not to mention you won't have much success with the Sticky Jumper in some claustrophobic maps such as Junction).
*4)The grenade launcher of your choice + The Splendid Screen/The Chargin' Targe + The Eyelander.*
The less sentry-prone version of the first loadout.
I'm not a big fan of the Scotsman's Skullcutter on Demoknight (if you use it in Medieval you are cancer, no offense) because it slows down your charges as well, and the Persian Persuader is straight inferior to the second loadout option unless you don't like taking risks and you don't feel like you're going to survive for long anyway.
Thanks for reading!
#3 is my personal favourite, but l've been meaning to switch it out for 4 a lot of the time. l prefer the Iron Bomber, since you can pipe jump with it and, with the tide turner and a generous skybox, you can blast jump into trimp without needing to know shit about the map.
If you want fun over usefulness go with loose cannon, tide turner, and eyelander. If you boop a light class a couple times you can easily finish them with the sword, or on tankier classes a ddonk can lower them to finish. Pyro's have a hard time reflecting cannons due to the fuse. I prefer running sticky jumper and stock melee if I don't want to demoknight though
+papasmerf2 that's what I'm thinking too, though I forgot to mention that in the comment. It's pretty common for me to kill anyone in just 2 hits with the stock melee reskin when I'm fooling around in unserious maps such as 2Fort, Hightower or Banana Bay. It's usually the second swing that becomes critical after landing the first after-bash swing.
Non taken
My loadout is 4
7:08 System: Your competitive match is ready.
Evyrone: impossible
he was playing tf2 for 17 days straight
While this might not be the best strategy but using the Ullapool Caber as a Demoknight can be fun as you can insta kill most of the classes in one shot with the crit explosion that can also kill players in a radius. The best way you can do this is defending the final point like on the final point of DeGroot Keep where everyone is cramped in a small area which is perfect for get that Crit Ullapool Caber swing.
allahu akbar amirite?
Can the ullapool caber crit with a shield charge? I thought it cant
It also doesnt consider the ulapool as a melee for the charge reset, atleast not the explosion of it
Oh hey StickMaster what’s up
You can one shot most classes with the skullcutter on a crit
“Dont be too ballsy” say that to every caber knight
I personally play with the loadout: iron bomber/charge n' targe/ caber for getting a crit caber can seriously save your ass it triples the regular melee damage to 165 and the explosion damage to 225 more than enough to kill a heavy.
@@saltytea7367 great, tell that to mr.hitreg right there
@@deception845 yeah that's the only issue
Tbh that's the point of the caber knight, you are a kamikaze. The best strategy i use with it is charging at crowds of enemies, specifically at their heavy so that i kill every light class and medic around them.
It's also really good against spawncamping enemies, as you can one shot them, run back to spawn to recharge your caber and charge. Then rinse and repeat until they are cleared out
@@saltytea7367 225? I thought the explosion damage was 185, my caberknight charges always deal around 350 damage.
imma be honest, when i see 5+ enemies together i scream FOR THE VALHALLA and charge on their face
Oh really? I just scream AAAAAaAAa
I assume you use the caber, am i right?
@@b0mberr330 da!
I wish demoknight had a weapon with crits on kill, like in mvm. That would make him somewhat better against crowds. Maybe with a 20% damage penalty to balance it out
Although that would outclass the killing gloves of boxing, so maybe it's not such a great idea
@@duncanchillake8024 dude demo knight is op for mvm
"He's kind of a gimmick
"You're saying that giving up 2 grenade launchers or a sword and shield isn't optimal? Nani?"
Caberknight
Dreamy: every class
1:18
And fourth section Terror: Caber
you shouldnt play demoknight as a spy. the enemy should be afraid of you, he should see you coming from a mile away and still turn around
6:40 "Instead of charging in" YOU HAD NO CHARGE, Although useful tip even though u gain basically all ur charge when u kill him
Toofty: Don't waste your charge.
Me: *Laughes in Persiaran Persuader and Tide Turner*
here’s my tip: play demoknight like you’re playing a tekken 7 character.
So you want me to play like a kangaroo
@@JaydenL. Roger got removed by Peta supporters being annoying I think.
Most of the time when I demoknight, I see pyros fighting me, and they’re easy to kill but if they know how to airblast, you’re dead. This is why whenever I see pyros who airblast me I just instinctively escape charge
Same for me a pyro who don't w+m2 is an easy kill but when they know how to play it's almost impossible
One thing for sure-when fighting them,stay away from any type of cliffs. If they can airblast,they'll bully the snot out of you.
Pain in the ass, but when you have 5 heads, EYELANDER UP THEIR ASS
Pro tip:if a pyro (that have a flamethrower that can airblast) that owning your team and you are a demoknight. always charge him when he is distracted (like airblasting a a rocket,etc) that way the pyro doesn't have time to react to your charge
i wish getting airblasted still lets you to airstrafe
The way I like to play demoknight goes something like uhh...
SWING FOR YOUR LIFE AND HOPE FOR THE BEST
The Shin Shredders cosmetic totally covers the Bootlegger primary. They can't tell if you have nades or not.
Love iron bomber, targe and either the skullcutter or Eyelander. Primary there kinda bridges the gap between pills and stickies.
Toofty with my favorite subclass!!!
10:34 In that situation, your best bet is probably to finish off the engine, then jump on top of the sentry and spin around it, while hitting it. But it's pretty rare to just find a sentry mid-construction ;)
engie’s melee is really strong though because it can random crit most of the time
Tbh that was impossible in this one clip because the sentry was built against a wall
Demoknight is a great "catch and release" play style, you'll learn that it end the end it all amounts up to "should I do this?" Can I hit this group? Is the Medic open? Can I bait this pyro pull out their secondary? It is something you grow into understanding.
Also trimping changes the gameset for a Knight. Now positioning is drastically more open on the basis of looking around and seeing a slope. Now You can be anywhere in this fight and it;s just a matter of "should I enter in from here".
Demoknight is a very mindgamey playstyle when you have the nuances down. It's the greatest feeling to flank a heavy not prepared for you, to bait a pyro into their seconary, to catch a team not protecting their medic. You cover the job of a scout and a spy pretty well and if the team ain't ready for you, you roll them all hard.
6:41 Yes, and I'm sure the fact your charge was on cooldown had absolutely nothing to do with it.
But seriously, this video was useful! Demo's my Defense main, and Demoknight takes up a large part of my time as him too, so this was quite handy!
I remember watching this way back when I was playing a lot of demoknight. And now I find myself coming back.
Back then I thought, "this doesn't apply to me. I could never do that. This is far too in-depth for me to keep in mind"
But looking back, I have actually implemented most of these tips when I play demoknight. It's funny how you can look back and realize that you learned something, and where you learned it.
4:48 I see people charging in all the time and somehow they insta charge away to regen its amazingly lame
I use the claidrhem more or however you spell it and the tide turner because it always gives you charge on kill
Toofty: dont charge into a group of enemies
Mě with a caber: confused confusing confusion
the zatoichi turner combo is a classic.
Here is the tips for sheild
Chargin Targe: You should use this shield if you wanna go hybridknight. It means that you have a sword with it, but you primarily use your gernade launcher, the Targe has the strongest resistances out of the 3, The Half Zaroichi goes well with it 2 with hybridknight cuz if your running low you can get 50 extra HP that can overheal and charge to make it easier to get the kill.
Splendid Screen: If your a pure Demoknight with the Booties on and a sword, This is the shield for you. It still has a significant amount of resistance attached to it, But it does way more dmg when charging at Someone and recharges faster then the charge does.
Tide Turner: If your crazy with Grenade Launcher, and cabers and Eyelanders and use them In unbealivible ways, use this shield, The control you get while charging makes this shield perfect for doing this, And if you get a charge kill you get almost all your charge meter back. This shield is a strong choice despite having the weakest resistances out of the 3.
6:38 of course you didn’t charge you didn’t have ur charge meter ready
6:39 "instead of charging in here which I could easily do"
Doesn't have full charge.
7:15 Toofty trying to charge away from his Comp match
this kinda sounds like a survival tips video for the wilderness. "Just go out there, explore, have some fun with it, and see what you can find."
If Trollgier is a flying Spy, Demoknight is a Spy with a comically large butterknife.
I've been Trimping in Highertower x100 with booties for a while now and had no idea what the proper term was until today.
Spyies are really easy to kill.
That one spy: laughs in trickstab
any slight curve
*exists*
solarlight: it's free real estate
Demoknight melee weapons for different situations:
Bottle (Reskins: Scottish Handshake, Frying Pan, Conscientious Objector, Freedom Staff, Bat Outta Hell, Memory Maker, Ham Shank, Necro Smasher, Crossing Guard, Prinny Machete, Saxxy, and Golden Frying Pan) and Skullcutter =To deal random crits
Eyelander (Reskins: The Headtaker, Nessies Nine Iron) = Level up to MAXIMUM POWERMODE
Reset melee weapons: Half-Zatoichi (refill health to 100 hp after kill), Persian Pursuader, and Claidheamh Mòr (both refill charge metre)
Caber = Taking out groups of enemies
Pain Train: Use in CP and Payload maps
Actually don't sleep on stock melee its my personal melee of choice even with crits disabled because charging, firing a pill, then switching and getting a crit swing is suprisingly easy with practice.
In my opinion it is an amazing hybrid knight weapon thanks solely to the combo potential the switch speed allows.
The caber is dead
Iron Bomber
Tide Turner
"Clay-De-Moar"
Mostly trimping on 2fort lol.
*Trimping
@@hijeatsdirt Fool, I already said trimping
@@denzy_lolol no you said trumping
@@hijeatsdirt Look again
@@denzy_lolol yeah theres a thing called editing comments
The skull cutter is the best melee weapon for a pure demo knight alongside the splendid screen in my opinion.
10:37
Okay this is a risky situation, BUT, you could have gotten out of it pretty well if you had learned a really useful skill : sentry dancing.
Here goes : when you come face to face with a sentry that is either
A) turned away from you
B) being upgraded
C) being deployed
If you are close enough (able to get to the sentry before it starts shooting your ass), you can crouch jump on top of it and start to "dance" on it, basically making circles on top of it, forcing it to track you while you wack it nervously.
>tells you not to do it
>does it anyway
dECAPITATION TIME
And another tip *NEVER* charge a scout with lime just dont do that guys , pls dont do that
With 5 heads? I can kill that shit in 2 hits!
My personal favorite loadout is the bootlegger, tide turner, and eye lander. There's nothing I love more than slowly building up to becoming the godly force that is a demo knight with full heads. You just have to watch out for sentries.
Instructions not clear; I turned into a Demotrain.
Thank you toofty, I learned something!
The Ullapool Caber is a God Tier Demoknight Weapon.
Demoknight may not be "competitively viable" but he is HELLA FUN TO PLAY! :D
This vid is great! There are some really good advice here, and it helped me a lot with some of the mistakes I made :)
Trimp for the Win!
Today I really understood how to actually do the trimping!!👍👌
Woah, nice! I also use the tide turner and half-zatoichi always too.
Scotsman’s skullcutter + tide turner
As hibrid knight I like picking the persian persuator and the loch-n-load, it makes possible to still be destructive as a normal demoman thanks to the faster pipes (plus more dmg to constructions) and I always keep my charge meter full after swings and kills (Being able to do extend-charge after killing enemies or constructions at medium disances).
Thanks for the tips. I had alot of fun playing this sub-class
6:00 "I know there's a health pack here."
How rude, the Engineer has a name you know?
Nice! I've been waiting for a Demoknight video! Can you do Huntsman next? Or should I just hope I get lucky and hit?
Demoknight makes a great offensive “pick” class for taking out snipers, relocating engineers or medics near full Uber
really late on this, but id say a medic is hard af to kill with a pocket, especially heavies that can basically make food out of you especially with overheal unless the meds either alone or just doesnt check behind when youre flanking them
What i tend to do when using the tide turner is start a charge while facing away from the enemy to make it look like i'm running away, but then do a quick 180 and slam a pill in their face since they'll be moving in a straight and predictable line when chasing me since it's the most direct route.
Number 11: play cloacker scream in the microphone while charging
Pyros all other demoknights run into: 2:42
Pyros I allways run into: quick burn, air blast, crit with flare, repeat
7:04 I freaked out because that demo is using the exact same loadout as me lmao
Me: I have master the basics and some advance
Random crit: No.
Hitreg: nope
When u think u got this but u died
10:37
This also works as a tutorial for bullies, pick on loners, outnumber people, use your charge to escape or attack, and attack from behind away from others.
7:49 Toofty's guide to bullying:
#5 Pick on loners
I'm attempting to try and main demo knight and our loadouts the same, so these were a big help!
Caberknights never think until the caber explodes
Got me wanting to play some more demoknight. Very well put together video
10:37 I don’t know if it would have worked, but when I saw the sentry was a level 3, I would have jumped on top of it and tried to kill it while staying out of its attack
oh wow... I found the vid that made all demoknights engage me (as spy) and get trickstabbed 99% of the time. ty mate!
Splendid screen and the skull cutter using your charge is and should be almost always for attacking
All really good pointers here, very professional too, good job!
Thanks for the video as always great and really informative
And remember kids, be like General Grievous: destroy people but be a wuss and run away most of the time.
Here's a Quick Tip for players practicing demoknight!, you could either play practice or medieval mode, medieval mode is for demoknights who dont want to be interuptted with guns, etc, and for practice mode is a real deal.
i love using the eyelander, so what is do is sneak and crit (splendid screen weak enemies for early heads, and then i ambush bigger groups once I have at least 4 of them.
"Kinda like a chainstab for Demoknight"
Chainslash? Chainchop? Chaincharge?
After I watch this, a few weeks later I got the tide Turner and the half zatoichi in my dropoff
I'm dipping my toes into demoknight, and rule number 1 has been the most difficult one for me to follow 😂
When you get full boost Eyelander, demoknight just feels OP
Here's tip: learn on which pyros you can go against, some pyros just w+m1 and don't care you're hitting them. Some more advanced pyros unlocked ability to press m2 so you either have to be very careful around them or not engage them at all.
~Experienced pyro who killed so many cocky demoknights
12:00 best when you know you are dead and theres no way you can survive : especially with frying pan (i remember i killed a cocky pyro with random crit and emoted as i died from after burn )
I find demoknight fun in mvm with the zatoichi cause you can sit where the robots come out and just commit genocide on a biblical scale
I use the tide turner cuz of trimping like RLY CAN U FLY ACROSS THE MAP WITH THE SPLENDID SCREEN? NO! Sure you do less damage but can’t you just kill them normally with your melee? I mean u have a rly long melee range already...
Edit: You can technically trimp w/ the other shields but it’s more effective and easier w/ tide turner.
The Turner where a good shield at this time but Noe just minicrit and is reaaaally bad
4:37 Nanii!!? 3 Medics? Is this real life!?
@InjuredShrek666Productions wait, why
Charge’n’targe- survivability. Splended screen- quick recovery. Tide turner- mobility
Tip 11: never bring a sword to a gun fight
Haha headtaker go swoosh
I like the get in and gtfo loadout, that being Persian Persuader, 👢 👢, and the Tide Turner.
If you use the Eyelander, The Tide Turner, and the iron bomber (or any grenade launcher that you like)
You can play demoman normally
And tale advantage of your melee kills
Like a medic with the uber saw
This can make you an HORRIBLE powerful Hybrid knight since the tide turner gives you really good mobility
And if you take advantage and quit the lower health by just gettin a head
Not good at every situation, but its hell of fun
When you said ping pong and you did not mention tide turner and claid, that hurt
I main tide turner and zato. I want to say this about the limitations bit.
Heavies can be taken out by a zato. Get the sneak on them and hit, bash, hit, and theyll be dead in the next 2 hits. With their gun revved up, unless brass beast, They cant turn as fast as you can strafe them for those last two hits.
A level 3 sentry also cannot turn as fast as you can strafe. If you turn a corner and hear a sentry targeting you, get to safety, and wait one second for the sentry to go back to its idle animation. If you dash to the sentry and are quick enough, you can sword it to death and strafe it with barely getting touched.
Pyros are OP but their players are predictable. They take 3 zato hits I find unless healed.
Here is Tip 11:
Use the Pan, it has 100% crit for a reason
Engineer gaming
Fyi, if you have the chargin targe, then the pyro becomes a very delicious target, thanks to the shields resistance to fire. The pyro's only hope of survival is to airblast you away and hope for teammate to help him, or if he just so happens to have the stock shotgun out. Today, I got a 21 kill streak with bootlegger, chargin targe and the eyelander on a CTF match for Turbine.
You killed that taunting engi!